Michael Banks
Michael Banks
Environment & Look Dev Artist
Fairfax, Virginia, United States

About

3D Environment Artist with 10+ years of experience creating real-time environments, modular architecture, and game-ready assets. Specializes in hard-surface modeling, PBR materials, and Unreal Engine environment production, with experience across game development and shipped VR applications.

Resume PDF

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Skills

Modular Environment Art3D ModelingHard Surface ModelingPBR TexturingMaterial AuthoringEnvironment ModelingSet DressingWorld BuildingHigh-poly ModelingLow-poly ModelingLook DevelopmentReal-Time Asset OptimizationProp ModelingGame DevelopmentUV MappingBlender Geometry NodesVersion controlUnreal Engine Blueprints

Software proficiency

Unreal Engine
Unreal Engine
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Maya
Maya
Blender
Blender
3ds Max
3ds Max
Unity
Unity
Photoshop
Photoshop
Perforce
Perforce
Jira
Jira
ZBrush
ZBrush

Experience

  • 3D Environment Artist at Aviary Productions
    October 2025 - Present

    • Built and textured modular architectural kits for a post-apocalyptic city, creating storefronts, entrances, walls, windows, and trim that can be combined into a wide variety of distinct buildings.

    • Modeled, UV-mapped, textured, and placed high-detail environment props in Unreal Engine 5, using Nanite and vertex-based material masking to balance visual fidelity and real-time performance.

    • Created modular sidewalk and road assets with realistic geometric variation, weathering, and environmental damage to bring depth and believability to the game's post-apocalyptic city.

  • Environment & Look Development Lead at Osso VR
    April 2022 - May 2024

    • Redesigned and developed the primary operating-room environment used across VR training modules, transforming an older space into a cohesive, realistic environment through architectural modeling, surgical fixtures, and set dressing.

    • Collaborated with technical artists on optimized shaders and material solutions that improved visual realism and established a consistent look across props and environments.

    • Built modular environment assets that accelerated development of new clinical environments while maintaining consistent visual quality across shipped VR experiences.

  • Hard-Surface Artist at Osso VR
    January 2021 - April 2022

    • Modeled and textured game-ready surgical instruments, medical equipment, and hard-surface props using PBR workflows for shipped Unity VR training simulations.

    • Created approximately 100 reusable PBR and Substance Painter smart materials, alongside modeling and baking standards that improved visual consistency and accelerated hard-surface asset production across the team.

  • 3D Environment Artist - Contract at Pantera Entertainment
    Los Angeles
    August 2020 - November 2020

    • Developed 3D environments using a proprietary game engine for a live online event hosted by Epic Games

    • Created modular environment assets and props optimized for real-time rendering

    • Designed and implemented level layouts with a focus on visual storytelling and player experience

    • Collaborated closely with design and tech teams to ensure artistic vision aligned with game-play requirements

  • Lead 3D Artist at Van Metre
    Ashburn
    March 2017 - June 2020

    • Recreated hundreds of photorealistic PBR materials from real-world manufacturer references using Substance Painter and Unreal material instances, building a reusable library of customizable architectural finishes.

    • Created modular architectural assets, furnishings, and interior environments for shipped Unreal Engine applications, balancing visual fidelity, asset reuse, and real-time performance.

    • Designed and oversaw modular production workflows that increased environment delivery from 1 home every 4 weeks to 2–3 per week, enabling faster deployment of customizable homes to customers.

  • 3D Artist at Epsilon Systems Solutions
    February 2015 - March 2017

    • Modeled & textured detailed ship and submarine interiors using high and low-poly workflows, creating realistic environments for real-time naval training simulations.

    • Recreated complex laboratory equipment for a Los Alamos National Laboratory research simulation, producing high-detail 3D models for real-time rendering in Unity.

  • Masters of Art Creation at The Guildhall at Southern Methodist University
    Plano
    August 2012 - May 2014

    • Trained under industry professionals in real-time and VFX production pipelines, gaining hands-on experience with tools and workflows used in AAA game development.

    • Led multidisciplinary teams of various sizes to develop multiple award-winning game projects

    Interacting with different disciplines was formative for joining the industry.

    • Specialized in environment art, with a focus on hard-surface props, large-scale set pieces, and foliage creation.

    • Collaborated across disciplines, including design, tech art, and animation, to deliver cohesive, production ready content.

  • Bachelors of Fine Arts at University of Kansas
    Lawrence
    August 2008 - May 2012

    • Built a strong foundation in traditional art principles, including color theory, composition, and design, complemented by game development coursework.

    • Gained adaptable creative and technical skills applicable across real-time and VFX pipelines

    • Developed a flexible workflow grounded in core artistic fundamentals, enabling quick adaptation to diverse production environments

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